Great level, i had lots of fun KILLING all that turrets (muahaha). Also, the design is very good.By the way, those people asking for checkpoints, you should know that you can quicksave by pressing F6... but i don't recommend it, because it losses the emotion.

austinzolo, thanks for your comment! Never fear, it's impossible to lock yourself out of solving the test by losing cubes. The test subject always has access to at least two of the chamber's three respawning cube generators (the hidden third generator isn't always accessible, but it's an Easter-egg and not necessary to any of the chamber's possible solutions).

The test seems a little more about fast reflexes and timing, rather than finding a new way to use the aperture stuff. Also, a test subject could skrew up the test at the second half by loosing the cube. Its challenging nonetheless.

Hi, seem to have had a video fail and don't appear to have any footage from last night, I will replay and record this, but obviously won't be a blind playthrough. Also reading the discription and having played it again, i think what i said about advanced tricks may have been overstated, guess i was tired last night.

The only problem was the length and no save function, so each misstep was going through the route process of the parts you had already solved before. But I don't know if there is a resolution of that problem...I'm new to these test chambers.

The idea of navigating around the turrets is fun, but there are so many ways to die and SO many turrets to disable that it gets boring pretty quick. This would be a lot more fun if it were about 1/3rd as long.

Thanks for the comments, folks! Both negative and positive feedback are super-appreciated. toncica, that was an awesome run-through; thanks for sharing that, and those who've asked me to try out your maps in return: I will indeed!

A lot of things in this map don't make sense, such as the test chamber observatory high up where "nothing can be really seen" (other than a turret), cheating the barriers by trickjumping and much more. Didn't like.

A mixture of a little clever thinking and portaling, implementing a 'holding pattern' for the 2nd cube and some basic circumvention for me. Not all features used or needed. All turrets nicely bathed. I think they're all sleeping their spa day off as we speak. Umm... Not sure of the problems that wgs commented he had. Maybe he felt he needed to bunnyhop or cubehop or something, but that is certainly not the case.

This map is horrendous! There are so many faults with it I would go on and on and on. This map shouldn't exist! I had to rely on taking advantage of the game engine to finish this test. Most turret maps by other members are annoying, and this is one of them.